Temmet's Unblockable Mirror Trickery

I have yet to see a Temmet deck list in this forum, so feels I should start one.

Before you read further, I will summarize the theme of this deck, its purpose and wincons, so you can decide if you want to spend more time on it. NOTE: This deck still need refinement with newest cards.

WHO: Temmet, Vizier of Naktamun, cocky little bastard from Amonkhet storyline, faithful follower of Bolas, and is one of the few generals who function from graveyard. Temmet’s ability allows tokens to punch your opponents directly, and thanks to multiple equipments included in the deck each punch would hurt, some worse than others. In addition, the deck is capable of copying dangerous creatures and turn them against your opponents as well, all the more dangerous with Temmet making them bigger and unblockable.

WHAT: To summarize, the deck emphasizes on token generation to secure our side of the field, while using copying spells to double/triple/quadruple the effects of your utilities or steal some from opponents. It’s an equipment based that could easily voltron any token, including Temmet himself, to deliver fatal blows. The deck also contains various controlling cards which could lock down the board for your pleasure. Outside of tokens, there are also methods of making any creature unblockable.

WHEN: The deck is midrange mostly, as you can always copy your opponent’s creatures for cheap, and Temmet as a general who could die twice his cost is very affordable early game. The game can vary quick a bit depends on which creature you copy. You might end up defeating your opponent early by copying his big bad and beat him with it. In long games, your persistent army can win by numbers.

WHERE: This is a multi-player deck with capability to fight 1v1. Some of the cards however work better in multi-player, some work better in 1v1. Because your game differs depending on your opponent, you may find pleasant surprises.

WHY: I like nonlinear deck with every game varies base on your opponent, while maintaining persistent board state, is ideal for creativity.

1) Reliance on artifact
2) Temmet is weak by himself
3) Malleable game play can lead to unpredictability

Reasons you might LIKE about this deck:

1) You enjoy having a hero with an army to back it up.
2) You enjoy multiple wincons.
3) You enjoy underused generals.
4) You enjoy changing your play style on the fly base on your opponents.
5) You like Azorius color combination and/or the lore.

Reasons you might DISLIKE about this deck:

1) You dislike small creatures, tokens, and/or voltron.
2) You want more focus in a deck, rather than letting opponents influencing your game style.
3) Lack of political tools.
4) You dislike Azorius.
5) You prefer hardcore competitive decks.

1) Get Temmet out, his death matters little.
2) Power up Temmet/creature, increase army size, preferably both when mana allows.
3) Observe opponents’ deck, their styles, and watch fro potential steals.

During mid game, the deck could go:

1) Start beating down the biggest threat.
2) Continue to increase or at least maintain army size.
3) Copy the right creatures to preserve your advantage.

Really loving the idea! Most of the cards I would've suggested you already have as possibilities. That being said, a lot of your creatures have etb abilities. Maybe it would be good to add Brago, King Eternal. Making him unblockable guarantees the hit so you can bounce as many of your nonland permanents as you like. You could also add Clever Impersonator. Being able to copy any permanent on the battlefield is no joke.

Also, keeping clones on the battlefield without changing them can be broken in and of itself. During the INN/RTR standard, I had a Simic jank deck that was always the unexpected victor. With Master Biomancer in play, I would have Progenitor Mimic enter the battlefield as a copy of nothing. Then I'd have another Progenitor Mimic enter the battlefield as a copy of the one that didn't copy anything. That meant that each upkeep I could choose to copy whichever creature I wanted that was in play. If you had ways to pump your creatures, you could potentially do the same with Followed Footsteps (or anything else that copies creatures). Getting a Clever Impersonator each upkeep is the epitome of jank.

Really loving the idea! Most of the cards I would've suggested you already have as possibilities. That being said, a lot of your creatures have etb abilities. Maybe it would be good to add Brago, King Eternal. Making him unblockable guarantees the hit so you can bounce as many of your nonland permanents as you like. You could also add Clever Impersonator. Being able to copy any permanent on the battlefield is no joke.

Also, keeping clones on the battlefield without changing them can be broken in and of itself. During the INN/RTR standard, I had a Simic jank deck that was always the unexpected victor. With Master Biomancer in play, I would have Progenitor Mimic enter the battlefield as a copy of nothing. Then I'd have another Progenitor Mimic enter the battlefield as a copy of the one that didn't copy anything. That meant that each upkeep I could choose to copy whichever creature I wanted that was in play. If you had ways to pump your creatures, you could potentially do the same with Followed Footsteps (or anything else that copies creatures). Getting a Clever Impersonator each upkeep is the epitome of jank.

Thanks for the suggestion, I will add it into the test list. Odd, I thought I had Stoneforged Mystic in the deck, somehow it's missing.

This is a very strong looking list. Have you had a chance to playtest yet? Any areas of weakness?

I've found my list to be remarkably resilient - it's really nice having a commander that drops turn 2.

Thx, currently I find it most difficult against burst lethal damage like Prossh and Gisela, since they can do damage in more than a few ways. If I don't have at least an instant at handle I tend to lose right there. Prossh also have those smaller but multiple damaging methods like Stalking Vengeance, Beastmaster Ascension, Vicious Shadows, etc, synergic offense that makes fending them difficult.

One way to beat those decks with the few games I had was I shut their mana down early with Opposition and Yosei, the Morning Star, buying time to build tokens that further denies them mana. Against Gisela, I copy her right off the bat to even the board.

Odd, the database didn't show any Temmet decks, I thought I'm the first and only one.O_O

Just the two thus far I think. It's possible scoeri hasn't updated in a bit.

Your deck certainly looks more resilient than my iteration - mine can sting, but I feel like it would probably be an easier beat than what I'm seeing here. That being said, your deck certainly seems at the higher end of the value spectrum too. A lot of these cards I don't have or couldn't afford regardless. I'm still pretty happy with my build though, it does well enough.

Just the two thus far I think. It's possible scoeri hasn't updated in a bit.

Your deck certainly looks more resilient than my iteration - mine can sting, but I feel like it would probably be an easier beat than what I'm seeing here. That being said, your deck certainly seems at the higher end of the value spectrum too. A lot of these cards I don't have or couldn't afford regardless. I'm still pretty happy with my build though, it does well enough.

Which ones? I know Gideon is still pricy, so I'm skipping him till rotation, far as I know others are not expensive anymore. (or maybe I have them in my binder and forgot how much they might've worth).

Which ones? I know Gideon is still pricy, so I'm skipping him till rotation, far as I know others are not expensive anymore. (or maybe I have them in my binder and forgot how much they might've worth).

The walkers are up there - maybe not so much Nahiri (which I have to admit I would probably spring for if I could track down a copy) but definitely Gideon, and Elspeth for me is hard enough to track down as is. It's more the equipment you're running than anything, Batterskull and the swords of x and y are way out of my range, as is True-Name Nemesis and Recruiter of the Guard. Having said that, like I say I am confident with my build at this point, and the equipment I have here I'm pretty confident with, but those I definitely can't afford. I really regret getting rid of my copy of Tatsumasa, the Dragon's Fang now though. Sounds like it does solid work.

Manabase I'm not too worried about. As it's a reasonably low cost deck and I do run some ramp, I'm ok with having a pretty standard manabase.

The walkers are up there - maybe not so much Nahiri (which I have to admit I would probably spring for if I could track down a copy) but definitely Gideon, and Elspeth for me is hard enough to track down as is. It's more the equipment you're running than anything, Batterskull and the swords of x and y are way out of my range, as is True-Name Nemesis and Recruiter of the Guard. Having said that, like I say I am confident with my build at this point, and the equipment I have here I'm pretty confident with, but those I definitely can't afford. I really regret getting rid of my copy of Tatsumasa, the Dragon's Fang now though. Sounds like it does solid work.

Manabase I'm not too worried about. As it's a reasonably low cost deck and I do run some ramp, I'm ok with having a pretty standard manabase.

Now I checked the price, ack, I got most of them in precons and/or when they first came out, maybe that's why I didn't realize their current price being this rough. Wish I can give you a Tatsumasa, I have one extra copy.

Now I checked the price, ack, I got most of them in precons and/or when they first came out, maybe that's why I didn't realize their current price being this rough. Wish I can give you a Tatsumasa, I have one extra copy.

Yeah, I had a stint away from the game and missed a lot of the bombs from Scars and Zendikar block. Some I've picked up, but generally I'm loath to spend that much money on more than one copy of a big card like the swords anyway.

If I run Rest in Peace, it might hinder my own strategy, so I guess Tormod's Crypt and other one-sided effect would be ideal. I'm avoiding having counterspell in this deck, that'd be another type of build.

Maybe Relic of Progenitus to remove key pieces? I've tried to shy away from counterspells myself, but that may change. It can be a good idea to add a couple of control elements for a little disruption here and there. My tendency in building is to focus only on my plan - side effect of building in a vacuum i guess. But even just one of two bounce/removal/counters can make a difference at a crucial time.

Maybe Relic of Progenitus to remove key pieces? I've tried to shy away from counterspells myself, but that may change. It can be a good idea to add a couple of control elements for a little disruption here and there. My tendency in building is to focus only on my plan - side effect of building in a vacuum i guess. But even just one of two bounce/removal/counters can make a difference at a crucial time.

A problem with Relic is that it allows opponent to choose which card to exile, a great card if played early, but there are other graveyard hate that are more "specific" in its targeting, such as the Crypt, and hopefully recur it with Sun Titan.

Maybe something like Day's Undoing, Reminisce, Learn from the Past or Temporal Cascade would help? Obviously without a way to recur the spells it'll be tough to get more than one use out of them, but it could be a spanner in the works of those sort of decks that treat the gy like another library.

Learn from the past seems the best of the bunch in my mind, as it's instant and cantrips.

Will stay tune for Hour of Devastation spoilers. Before then, I am testing Flash, Karmic Guide, and Reveillark, since many of the utility creatures in this deck are tiny and can bring forth an army upon revival.

I think this would fit as an emergency switch, consider token generation is embedded in the deck, hence easily castable and allow me to rebuild firsthand.

Hour of Revelation
3WWW
Sorcery
Hour of Revelation costs 3 less to cast if there are ten or more nonland permanents on the battlefield.

Yeah, there is some really good stuff being spoiled. This could be a great sweeper here. I think it will affect the way you play - with it in hand you'll be holding cards back to rebuild afterwards, but it will level the field for you. Personally, I don't think it will entirely solve your reanimator problems but it will help. I'd just mainboard Tormod's Crypt and some tuck effects like Terminus, Hallowed Burial or some graveyard shufflers. Reito Lantern could be a way to shuffle key pieces away from graveyards.

Yeah, there is some really good stuff being spoiled. This could be a great sweeper here. I think it will affect the way you play - with it in hand you'll be holding cards back to rebuild afterwards, but it will level the field for you. Personally, I don't think it will entirely solve your reanimator problems but it will help. I'd just mainboard Tormod's Crypt and some tuck effects like Terminus, Hallowed Burial or some graveyard shufflers. Reito Lantern could be a way to shuffle key pieces away from graveyards.

Good call, will add to list. So Eternalize mechanism apparently is the same as Embalm except creatures become a certain size (so far only 4/4).

Yeah, and instead of turning white they turn black. I have to admit, of the mechanisms spoiled, I really like afflict more, although I doubt it will apply in UW. That being said, eternalize could reap some rewards for a Temmet player - it remains to be seen.

I pity your meta, that's nasty. It'll be interesting to see the release notes on this one. The wording isn't very specific. Initially, on looking at the phrasing, I would say that you could use the ability multiple times a turn, having it become a copy of one thing, then another in an addition effect not a replacement effect. What I suspect though, is that Wizards will stipulate that once it becomes another permanent it doesn't retain it's ability until end of turn. Which would be considerably less crazy and busted, but it's still a great card.

Still a very versatile card though; the equipment you could copy with it, having another copy of Sublime Archangel, swords of X and Y or Scytheclaw, Anointed Procession to create 4 tokens instead of 2. Very good card to have in here.

I pity your meta, that's nasty. It'll be interesting to see the release notes on this one. The wording isn't very specific. Initially, on looking at the phrasing, I would say that you could use the ability multiple times a turn, having it become a copy of one thing, then another in an addition effect not a replacement effect. What I suspect though, is that Wizards will stipulate that once it becomes another permanent it doesn't retain it's ability until end of turn. Which would be considerably less crazy and busted, but it's still a great card.

Still a very versatile card though; the equipment you could copy with it, having another copy of Sublime Archangel, swords of X and Y or Scytheclaw, Anointed Procession to create 4 tokens instead of 2. Very good card to have in here.